﻿using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using System.Runtime.Serialization.Formatters.Binary;
using System.IO;

namespace WindowsGame2
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        AdvancedModel model;

        FreeCamera camera;
        //BoundingBox bb;

        SkyBox skyBox;

        BinaryFormatter binaryFormater = new BinaryFormatter();

        float aspectRatio;

        public Game1()
        {

            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            camera = new FreeCamera(this, new Vector3(600, 400, 0), Vector3.Zero, Vector3.Up);
            Components.Add(camera);
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            LoadHelper.Load(Content);

            skyBox = new SkyBox(graphics, camera);
            model = new AdvancedModel(LoadHelper.Models[LoadHelper.ModelEnum.airplane], camera);

            FileStream fileStream = new FileStream("CameraData.bin",FileMode.OpenOrCreate);
            BinaryWriter bw = new BinaryWriter(fileStream);
            spriteBatch = new SpriteBatch(GraphicsDevice);
         
            //bb = HelperUtility.CalculateBoundingBox(myModel);
            //binaryFormater.Serialize(fileStream, viewMatrix);
            //bb = (BoundingBox)binaryFormater.Deserialize(fileStream);
            aspectRatio = graphics.GraphicsDevice.Viewport.AspectRatio;
           
            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here
            //GraphicsDevice.BlendState = BlendState.NonPremultiplied;
            //GraphicsDevice.DepthStencilState = DepthStencilState.Default;
            //GraphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise;
            //GraphicsDevice.SamplerStates[0] = SamplerState.AnisotropicWrap;

            skyBox.Draw();
            model.Draw();

            //// Set the position of the camera in world space, for our view matrix.
            //Vector3 cameraPosition = new Vector3(0.0f, 50.0f, 5000.0f);
           
        }
    }
}
